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  #61  
Old 01-07-2013, 06:05 AM
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Opcode Ninja
 
Join Date: Mar 2009
Location: San francisco
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this needs added to client log file: World Client.cpp for housing address to work
SendRealEstate(); <----------
needs added to Rof.conf
OP_RealEstate=0x7eed] 12/12/12 [Size: 13644] Note: House RealEstate Address
OP_HouseContents=0x1078 12/12/12
OP_HouseAddress=0x6786 12/12/12

this is an example only: sorvani or any dev (that's what I really meant to say) was client log file plus other added in server coding
Code:
}
if (!pZoning)
SendGuildList();
SendLogServer();
if (!pZoning) {
SendRealEstate(); <----------
if (!pZoning) { 
SendApproveWorld();
SendSendMembership();
SendEnterWorld(cle->name());
SendSendMaxCharacters();
SendExpansionInfo();
SendCharInfo();				
if (!pZoning) {
SendPostEnterWorld();
database.LoginIP(cle->AccountID(), long2ip(GetIP()).c_str());
}
}
Thank you Cavedude and Trevius and other devs and yes i understand this is not the place to add server coding etc. sorry
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  #62  
Old 01-07-2013, 07:04 AM
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trevius
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I don't think it is considered posting server code changes if you are posting function names that don't exist and didn't post the function itself. We don't have a function named SendRealEstate() yet. There is also no handling in place for the housing related opcodes you are posting. Just because ShowEQ might have those opcodes identified doesn't mean we have a use for them yet.

For now, the only opcodes we require are the ones we have identified for previous clients. Those should all be identified now with maybe 99% accuracy for RoF. Any new opcodes would only need to be added if we implement new features that don't already exist in EQEmu.
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  #63  
Old 01-07-2013, 07:40 AM
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Opcode Ninja
 
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Location: San francisco
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just a note: above post applies to Hot,Voa,Rof as sorvani stated this clock is correct 2x a day even when the hands on the clock don't move.
and what they are calling OP_HouseAddress=0x6786 12/12/12 just might refer to the door opcode naming the house address, what i seen in
0x7eed was House RealEstate Address.
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  #64  
Old 01-07-2013, 08:16 AM
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  #65  
Old 01-07-2013, 08:25 AM
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trevius
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On another note, I got done collecting and organizing the notable patch notes since the UF we use client was released. This probably doesn't cover everything, but it is the best I could do by sifting through the patch notes and such.

I will probably try to get the features page in the wiki updated soon.


New Features:

- Added the Aggro Meter to display your current aggro rating in comparison to the most hated on an NPC.

- You will now be able to purchase items from a bazaar trader directly from the Bazaar Search Window if you own Rain of Fear.

- You will now be able to barter using the Barter Search Window if you own Rain of Fear.

- You will now be able to open The Bazaar Search and Barter Search windows using key bindings, EQ button commands, and the slash commands from any zone.

- You can now enter Offline Mode when in buyer or trader mode using the slash command or the "Offline Mode" button in the UI. This will allow you to remain in this mode while EverQuest is not running.

- Added the ability to turn in stacks of items to NPCs.

- All augmentations can now be added to or removed from items directly from the item window now, without the use of an Augmentation Sealer. You will still need to have augmentation distillers or solvents in your inventory to remove those augments that require them.
--- To add an augment to a piece of equipment, pick up the augment on your cursor and click on the desired augment slot.
--- To remove an augment from a piece of equipment, left click on it. If the augment requires a solvent to remove, it will ask you for confirmation before removing it.
--- To destroy a non-removable augment that is in a piece of equipment, right click on the augment and select the Destroy option.

- Nearly all items that previously needed to be equipped in order to activate their spell effect should now be useable from your inventory if you are capable of equipping that item. These changes intentionally exclude a number of quest and bane items.

- Players can now buy extra mercenary slots on the Marketplace and keep a roster of mercenaries that they can switch between. Mercenaries operate the way they used to, except that if you purchase another mercenary, it will become active and replace the mercenary you had active before (if any). Dismissing a mercenary will cause the first remaining mercenary in your roster to become the active mercenary (though suspended). Transferring a mercenary will cause the target player's active mercenary to be suspended and the newly transferred one to become active.
--- To switch mercenaries in your roster, open the Mercenary Management UI.

- Added vitality bars to the experience and alternate experience gauges in the inventory window. They appear as a green bar at the bottom of the experience bars. The bars represent the percentage of available vitality compared to the vitality cap. When they are full of vitality, the bar will be full. When they have no vitality (or when the max is 0) they will have an empty bar.

- Added a new 3D preview window. Items with visible appearance or visible effects may now be previewed by alt-right-clicking on the item or on the item's icon in the item window. Use the scroll wheel and the right mouse button when over the window to change the window's viewpoint.

- Added an items and money delivery system - Parcel System.

- Hot bars are now resizable and can be resized to horizontal, vertical, or tiled.

- Increased the number of hot bar buttons to 12.

- Added more hot button bars. There are now a total of 10 hot button bars available.

- Added the ability to link items on hot bars (instead of just slots). An item link will always activate that item regardless of its position in your inventory. Slots can still be linked by holding the alt key while clicking and holding on the item.

- Hot buttons now have right-click and hold menus to allow for customizations in size, icon, labels and more.

- Added visible cool down timers for buttons that have a time period before the next allowable use. The color for this can be set in the options window under the "Colors" tab. The color that is set for the cool down is called "Cooldown Overlay".

- Added the ability to display key mappings in the top right corner of a hot button.

- Social hotkeys can now be aborted by right clicking them.

- Added a key binding option to the commands section of the key maps called "Stop Action". This functions as /stopcast, /stopsong, and cancels the most recently-run social (if it's still running).

- The fabric of reality has been altered and now backpacks are no longer limited to 10 slots.

- Empty bags can now be placed in other bags.

- House of Thule owners get two extra base inventory slots.



Performance, Stability, and Fix Related:

- Fixed some issues related to memory handling. Crashing after zoning multiple times in a play session should be less frequent now.

- Fixed an issue with emitters that was causing unnecessary memory consumption.

- Optimized a processing and memory issue with the Pet Info window.

- Fixed an issue where if you tried to go into full screen mode on a resolution that your monitor didn't support, it would previously crash the game.

- Made several changes to the way EverQuest is compiled. Please keep an eye out for any strange behavior. If you see any, please use /bug, or leave feedback in the update thread posted in the Developer Roundtable at http://forums.station.sony.com/eq.

- Corrected an issue where pre-Luclin human and half elf helmets no longer had transparencies on their visors.

- Corrected an issue where a number of pre-Luclin character models were incorrectly displaying black textures or splotches of black on their otherwise working textures. This was most noticeable on dark elf and halfling breastplates, and on nearly every model's boots.

- Corrected an issue where the Eye of Zomm had been changed from white to black.

- Added code to prevent several apparent freezes when zoning or entering the game in Windows 7.

- Fixed several sources of client crashes.

- Fixed a graphics engine issue that potentially causes the alt-tab crashes.

- Reduced the overall memory consumption used when zoning by no longer pre-loading textures that aren't currently in use.

- Fixed two separate crashes that could occur when players opened certain merchant windows.

- Changed the default memory management mode to Balanced and removed original memory mode. This should prevent many of the crashes that were occurring in large zones.

- Made a change to prevent out-of-memory crashes on 64-bit systems. On 64-bit operating systems, EverQuest will now use 4GB of address space instead of only 2GB.

- Corrected an issue that was causing increased zoning time for players in large guilds.

- Fixed a crash bug related to languages.

- Fixed a bug that could display your other characters' guild information when switching characters.

- Fixed a crash bug related to some trigger and chance spells.

- Added more precision when when calculating certain numbers. This fixes a number of graphical issues including flickering in newer zones.

- Fixed a bug that caused large zone lag spikes when doing player trades with large stacks of items.

- Optimized some server processing code that could cause lag in highly populated zones.

- Fixed a problem with texture memory usage when rapidly zoning between zones with lots of players in them that should free up additional extra memory when needed.

- Removed generation of SSE instructions in a library that was causing very old AMD processors to crash when running the client.

- Fixed a problem causing some custom UIs to crash the client.

- Fixed an issue that caused some textures that had been down-sampled to never be up-sampled again even when they came within the up-sampling distance.

- Fixed a problem related to texture time-outs always using the far time timeout value, causing them to timeout much faster than they should have.

- Fixed some crash issues when using a custom UI that doesn't have the "MKPW_Subwindows" element in the Marketplace window.

- Fixed a crash bug caused by attempting to log in on a character with no corpse.

- Fixed a few boat bugs that caused players to drop into the water, drop on the boat and take falling damage, disconnects when zoning on a boat, and the "rubber band" effect when riding with other players on a boat.

- Fixed some minor memory leaks related to spells.

- Fixed bug that was causing the loading screen progress bar to not show.

- Made some small tweaks to improve texture memory management.

- The client will no longer crash when using Auto Inventory with an item on the cursor when the same item is also in the Ammo Slot and an Inventory Bag.

- Fixed a rare crash bug caused by Cleric Mercenaries.

- Fixed an issue causing versions of windows older than XP to no longer run the client.

- Corrected a bug that was causing framerate/lag and texture loading issues.

- Fixed several memory leaks that can occur when switching from full screen to windowed mode (or vice versa).

- Fixed a bug that caused flickering ground textures in some zones when in least memory mode and client memory usage is high.

- Fixed an issue that could cause the client to run out of memory while zoning.

- Fixed issue where too much text sent to a minimized chat window would cause a client crash.

- Fixed a problem where textures would become temporarily corrupted after logging out to server select, then logging back into the game.

- Fixed a couple of small memory leaks and one large memory leak that occurs while zoning.

- Fixed several container bugs that resulted in items in containers disappearing.

- Implemented some server optimizations to help address lag issues (not a complete fix).

- Improved the zoning code when you first log in.

- Fixed a crash that could occur when opening tradeskill containers if too many recipes were memorized.

- Fixed a potential client crash with computers that can not use pixel shader 2.0.

- Fixed some issues with post processing effects and bloom lighting.

- Fixed a crash issue when clicking on Achievement links in the Welcome Screen.

- Fixed an issue that could cause players with specific video cards to crash if they had several reward sets queued.

- Improved fog and blending of fog in certain areas.



UI Related:

- Modified the Item Inspect window and the Marketplace window to support Player Studio items.

- Hid the display of alternate currencies that you don't own. Also made the alternate currency list sortable. To make currencies appear that you don't have, check the "Show currencies that you don't have." checkbox.

- Added the ability to set the visibility level of new armor in the Display Tab of the Options Window. You can choose to have it on for everyone (default), your raid, your group, yourself, or no one at all.

- Merchants will now "Show Only Items That I Can Use" by default. Also spells that the character already has scribed and lower rank spells of the same spell group are now filtered out with the "Show Only Items That I Can Use" option.

- Right-clicking on an item that you cannot use now gives the specific reason why you cannot use the item (whether it be level, race, class, deity, or membership level).

- Changed the default window size for EQ on a fresh install to default to the current desktop resolution.

- Added the "View Only" guild bank item setting (that does not allow for withdrawal). When you promote an item this is the default setting. To withdraw the item, the permission must be changed to a different item setting.

- Fixed an issue where in full screen mode a 3x4 hot bar would resize to a 2x6, and then 1x12, every time the UI was reloaded.

- Added a new "move down" key with default keyboard binding of the "END" button. Holding this key down while levitating will cause the player to move downward, even while in 3rd person camera modes.

- Fixed a preview window bug that "locked" an item into place when the viewing angle was rotated all the way to the top or bottom of the item.

- Added a Polls option to the EQ Button menu.

- Fixed multiple issues that occasionally caused text clipping and resizing issues for windows using horizontal or vertical layout boxes.

- Fixed an issue where the targeting ring would occasionally turn into a gray disc.

- The inspect window will now show the final stage of evolving items when clicking on an item link.

- Corrected a bug that was showing the title screen in some cases when zoning when the loading screen option was turned off. It should now only appear when logging in.

- Fixed an issue with the spell list while scribing spells using the right click menu.

- Fixed an issue causing the spent AA total to display improperly.

- Container windows will also now allow for resizing in all directions before snapping back to the closest fit.

- /copylayout now has three new checkboxes that allow you to specify copying hot buttons (not just their layouts, but their actual contents), hot button loadouts, and socials. The copies for all three of these are actually merges such that they only overwrite buttons, loadouts, and socials if they already exist on a slot by slot basis.

- CTRL-left click now drops an item into a bag without opening it.

- CTRL-right click now swaps the contents of two bags if a bag is on your cursor and you ctrl-right click on another bag.

- Added mouse over and disabled colors for custom button text.

Base inventory slots have been changed to now run left-to-right then top-to-bottom. (Previously it was top-to-bottom then left-to-right.)



Feature Changes:

- /log will now persist across logins.

- The "/outputfile spellbook" command will now properly output all spells in your spell book.

- Reduced the timer from 45 minutes to 5 minutes for the LDON adventure success replay timer.

- Augments that do not have a solvent listed can now be removed only by using Perfected Augmentation Distillers.

- When wearing visible wrist armor, the right wrist is now the only wrist slot that affects appearance.

- Made it so that members that do not have access to prestige items will no longer be able to insert a prestige augmentation into an item.

- Modified the functionality of prestige items so that armor or weapons with prestige augments inserted do not become prestige.
--- The item slot now appears purple when an item has an augment that is prestige (but the item itself is still enabled).
--- When examining the item, the item name will appear purple, and any augments that are disabled as a result of being prestige appear red.

- Increased the targeting range on PCs through /target from 70 to 200.

- The alarm window is no longer a pop-up. It is now accessible from the EQ menu button (EQ -> Actions -> Alarm) or the /alarm command.

- Made it so that the newbie character no longer shows when the player is at the character select screen and has no characters.

- Increased the number of buy lines in the Barter Buyer Window from 50 to 200.

- Origin is now auto-granted at level 5 to all players. The reuse time has been lowered to 18 minutes.

- Hastened Origin has been refunded, as it is no longer relevant.

- The warning for having more AA points banked than allowed will now display properly when the limit is over 30.

- Changed jump button behavior for mounts. Previously, jump was disabled for players on mounts. Now if you are mounted the jump button will work. Mounts, like players, can not jump when they are levitating.

- Mounts will no longer be dismissed in very shallow water. They will still be dismissed if the water is deep enough to allow players to swim.

- The current method of experience sharing has been changed to a vitality system:
- Experience splitting for fellowship members that have sharing enabled remains the same. However, rather than going directly into the receiving player's experience, the shared experience goes into two vitality pools, one for regular experience and one for AA experience.
- When a player with vitality in their pools plays, they gain regular and AA experience at a significantly increased rate for kills.
- The bonus is up to 5x for regular experience and up to 3x for AA experience. Normal per-kill caps on experience apply.

- Modified in-game notes, books, etc. to support languages.

- If you die while on a boat, your corpse will now be moved to the safe point in the zone.

- Disabled "right click to inspect" by default for new characters.

- Mount control has been tightened up considerably. When using a mount you will reach top speed much faster than before, and stop even faster. While in combat, the movement is still tighter than before, but not as responsive as when out of combat.

- Items that increase skills now have a cap on how much skill they can increase. For existing items, this cap has been set to be equal to its current effect at maximum level.

- The minimum fizzle rates for all classes have been reduced, as well as the amount of mana used by a fizzle.

- Removed the spells Invigor, Extinguish Fatigue, and Jaxan's Jig o' Vigor from merchants. These spells have no effect on players and can safely be deleted if you have them in your spellbook.

- NPCs will no longer enrage at 10% life. Pets are not affected by this change.

- Matched the hail range for NPCs to the same distance as the say range and corrected several visual errors with the distance check:

- Fixed an issue where items added to the limbo buffer as a result of a canceled trade were having their contained items destroyed.

- Increased blocked buff slots from 20 to 30.

- Resurrection and Revival Sickness will no longer trigger OOC timers on their own. They will still have their normal detrimental effects on resurrected or revived players, however.

- Fixed an issue where the game client was not being removed from sneak/hide state when it was broken via spell casting.

- Fixed several issues where skills were available to characters at incorrect levels.

- All classes now have a new group of Alternate Advancement abilities available in Veil of Alaris.

- Changed the "Return Home" time to 18 minutes since the last time you logged in. Previously you had to wait 6 hours to use this button. Now it's set to the same time as Origin without any use of the hastened AAs.

- Reduced the cost of all Augmentation Distillers.

- Several potions that grant a bonus to experience gain have had their effects changed to persist through death.

- New hats have arrived in celebration of Frostfell! Adventurers with the Hero's Forge feature can now wear a variety of hat ornamentations that have a chance to drop from all mobs in non-raid zones.

- Additional Hero's Forge robes have arrived! They are now available for the Ebon, Viridian, Violet, Beryl, and Auburn armor sets.

- New color variations for Hero's Forge plate, chain, and leather armor are now available. Some can be found on any level 10+ NPCs, and some only in hotzones. Cloth armor variants will be available in the same manner in an upcoming update.

- The Firepride Secret of Heroes has been discovered. Skilled crafters should seek out this new tome available from tradeskill vendors around the world. It contains recipes for creating another color variation of plate, chain, and leather armor. Cloth recipes will not function yet.

- Created a new augmentation slot type (20) that is used for ornaments.

- The indoor-only restriction for movement spells has been removed.
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  #66  
Old 01-07-2013, 08:51 AM
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Opcode Ninja
 
Join Date: Mar 2009
Location: San francisco
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just a note for sorvani and anyone how wants to add the pink house project in there own code this should explain enough to get it up and working right and what i posted above.
Code:
 
[Wed Dec 2012]00050:WorldAuthenticate.  I got a message of type 0x7eed (32493).
[Wed Dec 2012]00051:Could not open file: RealEstateItemGroups.txt
[Wed Dec 2012]00052:Could not open file: RealEstateCosts.txt
[Wed Dec 2012]00053:Loaded RealEstateCosts.txt, 0 cost elements loaded.
[Wed Dec 2012]00054:Could not open file: RealEstateDefs.txt
[Wed Dec 2012]00055:Could not open file: RealEstateDefs.txt
Travius i take it your Headache Relief is cured now.
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  #67  
Old 01-07-2013, 01:09 PM
hilf
Fire Beetle
 
Join Date: Jan 2005
Posts: 6
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Mend (monk skill) doesn't work. Upon login, mend skill is greyed out, until three minutes is up, skill becomes available, but button click does not cause anything (except grey-out). Weirdly, same goes by logging in with Underfoot client.

Bind Wound works, but errors about item delete mismatch comes up -> UI doesn't update bandage count decrement, but actual bandages left can be seen after zoning.

Last edited by hilf; 01-07-2013 at 01:15 PM.. Reason: details about mend not working
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  #68  
Old 01-07-2013, 05:13 PM
lerxst2112
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Quote:
Originally Posted by hilf View Post
Mend (monk skill) doesn't work. Upon login, mend skill is greyed out, until three minutes is up, skill becomes available, but button click does not cause anything (except grey-out). Weirdly, same goes by logging in with Underfoot client.
Live has it on cooldown when you login too, but once that's over it does work. Not sure how long it has been that way, I just noticed it when I started playing again recently.
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  #69  
Old 01-08-2013, 11:14 AM
hilf
Fire Beetle
 
Join Date: Jan 2005
Posts: 6
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Quote:
Originally Posted by lerxst2112 View Post
Live has it on cooldown when you login too, but once that's over it does work. Not sure how long it has been that way, I just noticed it when I started playing again recently.
Granted, that is now live-like. But, if I recall correctly, I have yet to see any "You have mend your wounds and heal some damage." message on the test server.

Of course, this is done after maxing all skill levels (to 400, probably too much for the check?)

Reset the skill to max of 200. Also noticed that now after login that Mend button is not greyed-out anymore, but it still does not heal after button-press. Then it goes to a 5 minute cool-down again.. :-/
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  #70  
Old 01-08-2013, 09:28 PM
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Opcode Ninja
 
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Location: San francisco
Posts: 426
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i corrected level on my server to show up as 100 correctly in game got ride of error says you don't have this Exanshion by updating my Exanshions number. now have 10 extended targets
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  #71  
Old 01-09-2013, 10:14 PM
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Opcode Ninja
 
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Location: San francisco
Posts: 426
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if you want your server and client to read like this
Code:
[Wed Jan 09 19:54:38 2013]00044:WorldAuthenticate.  I got a message of type 0x2d38 (11576).OP_GuildsList
[Wed Jan 09 19:54:38 2013]00045:WorldAuthenticate.  I got a message of type 0x19ab (6571).OP_LogServer
[Wed Jan 09 19:54:38 2013]00046:WorldRPServer message: server name xxxxxxxxxx

[Wed Jan 09 19:54:38 2013]00047:WorldAuthenticate.  I got a message of type 0x7e47 (32327).OP_ApproveWorld
[Wed Jan 09 19:54:38 2013]00048:WorldAuthenticate.  I got a message of type 0x3b2 (946).OP_SendMembershipDetails
[Wed Jan 09 19:54:38 2013]00049:WorldAuthenticate.  I got a message of type 0xb1f (2847).OP_SendMembership
[Wed Jan 09 19:54:38 2013]00050:WorldAuthenticate.  I got a message of type 0x57c3 (22467).OP_EnterWorld
[Wed Jan 09 19:54:38 2013]00051:WorldAuthenticate.  I got a message of type 0x5349 (21321).OP_SendMaxCharacters
[Wed Jan 09 19:54:38 2013]00052:WorldAuthenticate.  I got a message of type 0x711a (28954).OP_ExpansionInfo
[Wed Jan 09 19:54:38 2013]00053:WorldAuthenticate.  I got a message of type 0x6a2 (1698).OP_SendCharInfo
[Wed Jan 09 19:54:38 2013]00054:Check 1x. 0x3fe2799d

[Wed Jan 09 19:54:38 2013]00055:Check 1sa. 0x7b420f48

[Wed Jan 09 19:54:38 2013]00056:Check 1sa. 0xa01d29ed

[Wed Jan 09 19:54:38 2013]00057:WorldAuthenticate.  I got a message of type 0xc3d (3133).OP_PostEnterWorld
[Wed Jan 09 19:54:38 2013]00058:WorldAuthenticate.  Access granted.
edit your client.cpp file under world
Code:
 
if (!pZoning)
SendGuildList();
SendLogServer();
if (!pZoning)
SendApproveWorld();
SendMembership();
SendMembershipSettings();
SendEnterWorld(cle->name());
SendMaxCharCreate(10);
SendExpansionInfo();
SendCharInfo();
if (!pZoning) {
SendPostEnterWorld();
database.LoginIP(cle->AccountID(), long2ip(GetIP()).c_str());
you need to make sure they are remarked under world client.cpp
Code:
// Can make max char per account into a rule - New to VoA
//SendMaxCharCreate(10);
//SendMembership();
//SendMembershipSettings();
VoA Expanshion change to 19568 under variables this will give you 10 extended tragets access.
i'll get you the Expanshion Number for Rof asp.
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  #72  
Old 01-10-2013, 09:59 AM
hilf
Fire Beetle
 
Join Date: Jan 2005
Posts: 6
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I've checked that Mend now works as intended (on both Uf and RoF on the test server.) As lerxst2112 mentioned, RoF puts a short delay upon login before Mend can be used, but Uf doesn't.

Thanks to the person who fixed it! Saw Superior Mend fired up moments ago!
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  #73  
Old 01-11-2013, 02:36 AM
addingice
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Join Date: Jan 2013
Location: United States
Posts: 33
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Anyone want to explain the basics of getting to a test environment to work on RoF?

I've got a live snapshot of the current svn, peq, as well as current RoF client (unpatched) etc on virtual machine. started the log in server and seems world is up (after a while of course) but trying to log in utterly fails.

should I be doing something with patch_RoF.conf in order to test or the conf file which was posted earlier. I'm eager to start fixing some of the issues floating around on the list.

wife wants to play again. bad. Please help me get this off the 'honey do' list
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  #74  
Old 01-11-2013, 02:44 AM
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Opcode Ninja
 
Join Date: Mar 2009
Location: San francisco
Posts: 426
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adingice are you talking about the tutorial? well before they started reprograming the server i use to swap OP_LogServer=0x19ab with OP_GuildsList=0x2d38 or OP_MOTD=0x1ae3 i'm looking for my notes i wrote up when Voa was released i had it all working also could make server 51/50 rule as well. i'll post the fix as soon as i can find my notes. follow http://www.eqemulator.org/forums/showthread.php?t=36103 what blackdragonsdg posted and download the F2p from Steam trevius has setup an RoF test server on eqemulator.net you need to setup a lsaccount if you don't have one so you can log into servers.
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  #75  
Old 01-11-2013, 03:03 AM
lerxst2112
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Join Date: Aug 2010
Posts: 1,743
Default

Copy patch_RoF.conf to your server directory from the trunk\EQEmuServer\utils directory.

If you still have issues, look in the logs for errors.
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